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EverQuest/Strategies/Charm Kiting

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Charm kiting is primarily used by the enchanter class as a means of rapidly disposing of mobs far superior in hitpoints to themselves by taking temporary command of another mob with which to attack their target(s). Other classes also have charm at their disposal, to a greater or lesser extent, and these are: bards, druids and magicians, although their charm facilities are necessarily more limited than those of the enchanter. Charm kiting has however fallen out of favour with enchanters as a consequence of a major nerf of charm mob DPS in all charm mobs after the release of the Omens of War expansion.

Typically, in charming, an enchanter may also utilise a member of the snaring classes such as a druid or a ranger to impede the run speed of the charm mob in case of the chamr[check spelling] breaking at an inconvenient and often fatal moment, giving the enchanter time to recover the situation by recharming. In the absence of a snarer, an enchanter is highly reliant on a secondary line of defence such as rune tanking or stunning to recover the situation. It is customary for an enchanter to root (where possible) the target mob so in the event of a charm break he or she only has one angry mob to deal with immediately and not two.

A refinement on charm kiting is known as reverse charming where the charm mob is allowed to reach low hit points and then the enchanter will deliberately break charm with the intention of nuking down the charm mob and thus gaining loot and experience points for very little effort.

It is probably useful to point out that there is another form of charm available for the expenditure of AAs which guarantees a charm of virtulally unlimited duration on a mob of below level 46, this is Dire Charm.